package com.gzc.just.play.last.war.sceneserver.ai;

import com.gzc.just.play.last.war.sceneserver.SceneWorkThreadManager;
import com.gzc.just.play.last.war.sceneserver.battle.SceneBattleManager;
import com.gzc.just.play.last.war.sceneserver.battle.SceneBattleManager.SceneBattle;
import com.gzc.just.play.last.war.sceneserver.battle.SceneBattleManager.SceneBattle.AIEntity;
import com.gzc.just.play.last.war.sceneserver.config.SceneConfig;
import com.gzc.just.play.last.war.protobuf.ss.sstocs.SSToCS;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import org.springframework.beans.factory.annotation.Autowired;
import org.springframework.scheduling.annotation.Scheduled;
import org.springframework.stereotype.Component;

import jakarta.annotation.PostConstruct;
import jakarta.annotation.PreDestroy;
import java.util.*;
import java.util.concurrent.CompletableFuture;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.atomic.AtomicLong;

/**
 * AI管理器
 * 对应C++的SSAI相关类，负责管理场景中的AI实体
 */
@Component
public class AIManager {
    private static final Logger logger = LoggerFactory.getLogger(AIManager.class);
    
    @Autowired
    private SceneConfig sceneConfig;
    
    @Autowired
    private SceneWorkThreadManager sceneWorkThreadManager;
    
    @Autowired
    private SceneBattleManager sceneBattleManager;
    
    // AI实体映射表 (entityId -> AIEntity)
    private final ConcurrentHashMap<Long, AIEntityController> aiControllers = new ConcurrentHashMap<>();
    
    // AI实体ID生成器
    private final AtomicLong entityIdGenerator = new AtomicLong(10000);
    
    // 虚拟线程执行器，用于AI逻辑处理
    private ExecutorService aiThreadExecutor;
    
    // AI更新定时器
    private Timer aiUpdateTimer;
    
    // 最大AI实体数量
    private int maxAiEntities;
    
    @PostConstruct
    public void init() {
        if (!sceneConfig.isAiEnabled()) {
            logger.info("AI is disabled in config, skipping AIManager initialization");
            return;
        }
        
        this.maxAiEntities = sceneConfig.getMiniBattleObjNum();
        
        // 初始化虚拟线程执行器
        aiThreadExecutor = Executors.newVirtualThreadPerTaskExecutor();
        
        // 初始化AI更新定时器
        aiUpdateTimer = new Timer("AI Update Timer", true);
        aiUpdateTimer.scheduleAtFixedRate(new TimerTask() {
            @Override
            public void run() {
                updateAI();
            }
        }, 1000, sceneConfig.getAiUpdateInterval());
        
        logger.info("AIManager initialized with max entities: {}, update interval: {}ms", 
                   maxAiEntities, sceneConfig.getAiUpdateInterval());
    }
    
    @PreDestroy
    public void destroy() {
        if (aiUpdateTimer != null) {
            aiUpdateTimer.cancel();
        }
        
        // 停止所有AI控制器
        aiControllers.values().forEach(AIEntityController::stop);
        
        // 关闭虚拟线程执行器
        if (aiThreadExecutor != null && !aiThreadExecutor.isShutdown()) {
            aiThreadExecutor.shutdown();
        }
        
        logger.info("AIManager destroyed");
    }
    
    /**
     * 创建AI实体
     */
    public AIEntity createAIEntity(long battleId, AIEntity.AIType aiType, String entityType) {
        if (aiControllers.size() >= maxAiEntities) {
            logger.warn("Cannot create AI entity, reached max entities count: {}", maxAiEntities);
            return null;
        }
        
        SceneBattle battle = sceneBattleManager.getBattle(battleId);
        if (battle == null) {
            logger.error("Cannot create AI entity, battle {} not found", battleId);
            return null;
        }
        
        long entityId = entityIdGenerator.incrementAndGet();
        AIEntity aiEntity = new AIEntity(entityId, entityType, aiType);
        
        // 创建对应的AI控制器
        AIEntityController controller = createController(aiEntity, battle);
        if (controller != null) {
            aiControllers.put(entityId, controller);
            
            // 在虚拟线程中启动AI控制器
            aiThreadExecutor.submit(controller::start);
            
            logger.info("Created AI entity {} of type {} in battle {}", entityId, aiType, battleId);
            return aiEntity;
        }
        
        return null;
    }
    
    /**
     * 删除AI实体
     */
    public boolean removeAIEntity(long entityId) {
        AIEntityController controller = aiControllers.remove(entityId);
        if (controller != null) {
            controller.stop();
            logger.info("Removed AI entity {}", entityId);
            return true;
        }
        return false;
    }
    
    /**
     * 获取AI实体控制器
     */
    public AIEntityController getAIController(long entityId) {
        return aiControllers.get(entityId);
    }
    
    /**
     * 获取所有AI实体控制器
     */
    public Collection<AIEntityController> getAllAIControllers() {
        return new ArrayList<>(aiControllers.values());
    }
    
    /**
     * 获取当前AI实体数量
     */
    public int getAIEntityCount() {
        return aiControllers.size();
    }
    
    /**
     * 定时更新所有AI实体
     */
    @Scheduled(fixedDelay = 1000) // 每秒更新一次
    public void updateAI() {
        if (!sceneConfig.isAiEnabled()) {
            return;
        }
        
        // 在虚拟线程中并行更新所有AI实体
        List<CompletableFuture<Void>> updateTasks = new ArrayList<>();
        
        for (AIEntityController controller : aiControllers.values()) {
            CompletableFuture<Void> updateTask = CompletableFuture.runAsync(
                () -> controller.update(), aiThreadExecutor);
            updateTasks.add(updateTask);
        }
        
        // 等待所有更新完成（非阻塞）
        CompletableFuture.allOf(updateTasks.toArray(new CompletableFuture[0]))
            .whenComplete((result, ex) -> {
                if (ex != null) {
                    logger.error("Error updating AI entities", ex);
                }
            });
    }
    
    /**
     * 创建AI控制器
     */
    private AIEntityController createController(AIEntity entity, SceneBattle battle) {
        switch (entity.getAiType()) {
            case HERO:
                return new HeroAIController(entity, battle, sceneConfig);
            case SOLDIER:
                return new SoldierAIController(entity, battle, sceneConfig);
            case BUILDING:
                return new BuildingAIController(entity, battle, sceneConfig);
            case MONSTER:
                return new MonsterAIController(entity, battle, sceneConfig);
            default:
                logger.error("Unknown AI type: {}", entity.getAiType());
                return null;
        }
    }
    
    /**
     * AI实体控制器基类
     */
    public static abstract class AIEntityController {
        private static final Logger logger = LoggerFactory.getLogger(AIEntityController.class);
        
        protected final AIEntity entity;
        protected final SceneBattle battle;
        protected final SceneConfig config;
        
        protected volatile boolean running = false;
        protected long lastUpdateTime = 0;
        protected long lastThinkTime = 0;
        
        public AIEntityController(AIEntity entity, SceneBattle battle, SceneConfig config) {
            this.entity = entity;
            this.battle = battle;
            this.config = config;
        }
        
        /**
         * 启动AI控制器
         */
        public void start() {
            if (running) {
                return;
            }
            
            running = true;
            lastUpdateTime = System.currentTimeMillis();
            lastThinkTime = lastUpdateTime;
            
            onStartup();
            logger.debug("Started AI controller for entity {}", entity.getEntityId());
        }
        
        /**
         * 停止AI控制器
         */
        public void stop() {
            if (!running) {
                return;
            }
            
            running = false;
            onShutdown();
            logger.debug("Stopped AI controller for entity {}", entity.getEntityId());
        }
        
        /**
         * 更新AI状态
         */
        public void update() {
            if (!running) {
                return;
            }
            
            long currentTime = System.currentTimeMillis();
            long deltaTime = currentTime - lastUpdateTime;
            lastUpdateTime = currentTime;
            
            // 更新AI逻辑
            onUpdate(deltaTime);
            
            // 根据AI类型决定思考频率
            long thinkInterval = getThinkInterval();
            if (currentTime - lastThinkTime >= thinkInterval) {
                lastThinkTime = currentTime;
                onThink();
            }
        }
        
        /**
         * 获取思考间隔
         */
        protected long getThinkInterval() {
            return 1000; // 默认1秒思考一次
        }
        
        // 子类需要实现的抽象方法
        protected abstract void onStartup();
        protected abstract void onShutdown();
        protected abstract void onUpdate(long deltaTime);
        protected abstract void onThink();
        
        // Getter方法
        public AIEntity getEntity() {
            return entity;
        }
        
        public SceneBattle getBattle() {
            return battle;
        }
        
        public boolean isRunning() {
            return running;
        }
        
        public long getLastUpdateTime() {
            return lastUpdateTime;
        }
        
        public long getLastThinkTime() {
            return lastThinkTime;
        }
    }
    
    /**
     * 英雄AI控制器
     */
    public static class HeroAIController extends AIEntityController {
        private static final Logger logger = LoggerFactory.getLogger(HeroAIController.class);
        
        // 英雄AI状态
        private HeroAIState state = HeroAIState.IDLE;
        private long targetEntityId = -1;
        
        public HeroAIController(AIEntity entity, SceneBattle battle, SceneConfig config) {
            super(entity, battle, config);
        }
        
        @Override
        protected void onStartup() {
            state = HeroAIState.IDLE;
            logger.debug("Hero AI {} started in battle {}", entity.getEntityId(), battle.getBattleId());
        }
        
        @Override
        protected void onShutdown() {
            state = HeroAIState.IDLE;
            targetEntityId = -1;
            logger.debug("Hero AI {} stopped in battle {}", entity.getEntityId(), battle.getBattleId());
        }
        
        @Override
        protected void onUpdate(long deltaTime) {
            // 更新英雄AI状态
            switch (state) {
                case IDLE:
                    // 在空闲状态下寻找目标
                    findTarget();
                    break;
                case ATTACKING:
                    // 在攻击状态下更新攻击逻辑
                    updateAttack(deltaTime);
                    break;
                case MOVING:
                    // 在移动状态下更新移动逻辑
                    updateMovement(deltaTime);
                    break;
                case USING_SKILL:
                    // 在使用技能状态下更新技能逻辑
                    updateSkill(deltaTime);
                    break;
            }
        }
        
        @Override
        protected void onThink() {
            // 英雄AI的思考逻辑
            switch (state) {
                case IDLE:
                    // 决定下一步行动
                    decideNextAction();
                    break;
                case ATTACKING:
                    // 评估是否需要切换目标或使用技能
                    evaluateCombatSituation();
                    break;
            }
        }
        
        @Override
        protected long getThinkInterval() {
            return 500; // 英雄AI每0.5秒思考一次
        }
        
        private void findTarget() {
            // 寻找最近的敌人
            // 这里简化处理，实际应该遍历战斗中的所有实体
            targetEntityId = findNearestEnemy();
            if (targetEntityId != -1) {
                state = HeroAIState.ATTACKING;
                logger.debug("Hero AI {} found target {}", entity.getEntityId(), targetEntityId);
            }
        }
        
        private void updateAttack(long deltaTime) {
            // 更新攻击逻辑
            if (targetEntityId == -1) {
                state = HeroAIState.IDLE;
                return;
            }
            
            // 检查目标是否仍在范围内
            if (!isTargetInRange(targetEntityId)) {
                state = HeroAIState.MOVING;
                return;
            }
            
            // 执行攻击
            performAttack(targetEntityId);
        }
        
        private void updateMovement(long deltaTime) {
            // 更新移动逻辑
            if (targetEntityId == -1) {
                state = HeroAIState.IDLE;
                return;
            }
            
            // 移动向目标
            moveTowardTarget(targetEntityId);
            
            // 检查是否已到达目标
            if (isTargetInRange(targetEntityId)) {
                state = HeroAIState.ATTACKING;
            }
        }
        
        private void updateSkill(long deltaTime) {
            // 更新技能使用逻辑
            // 实现具体的技能逻辑
        }
        
        private void decideNextAction() {
            // 决定下一步行动
            // 可以基于多种因素，如血量、技能冷却、周围环境等
            Random random = new Random();
            int decision = random.nextInt(10);
            
            if (decision < 7) {
                // 70%概率寻找目标
                findTarget();
            } else {
                // 30%概率巡逻或探索
                startPatrol();
            }
        }
        
        private void evaluateCombatSituation() {
            // 评估战斗情况
            // 检查血量、敌人数量、技能冷却等
            Random random = new Random();
            int decision = random.nextInt(10);
            
            if (decision < 8) {
                // 80%概率继续攻击
                // 保持当前状态
            } else {
                // 20%概率使用技能或撤退
                if (shouldUseSkill()) {
                    state = HeroAIState.USING_SKILL;
                } else if (shouldRetreat()) {
                    startRetreat();
                }
            }
        }
        
        private void startPatrol() {
            // 开始巡逻
            state = HeroAIState.MOVING;
            logger.debug("Hero AI {} started patrolling", entity.getEntityId());
        }
        
        private void startRetreat() {
            // 开始撤退
            state = HeroAIState.MOVING;
            targetEntityId = -1;
            logger.debug("Hero AI {} started retreating", entity.getEntityId());
        }
        
        // 辅助方法
        private long findNearestEnemy() {
            // 简化处理，返回一个随机ID
            // 实际应该计算距离并返回最近的敌人ID
            Random random = new Random();
            return random.nextBoolean() ? 1000 + random.nextInt(100) : -1;
        }
        
        private boolean isTargetInRange(long entityId) {
            // 简化处理，随机返回是否在范围内
            Random random = new Random();
            return random.nextBoolean();
        }
        
        private void performAttack(long entityId) {
            // 执行攻击
            logger.debug("Hero AI {} attacking entity {}", entity.getEntityId(), entityId);
        }
        
        private void moveTowardTarget(long entityId) {
            // 移动向目标
            logger.debug("Hero AI {} moving toward entity {}", entity.getEntityId(), entityId);
        }
        
        private boolean shouldUseSkill() {
            // 判断是否应该使用技能
            Random random = new Random();
            return random.nextBoolean();
        }
        
        private boolean shouldRetreat() {
            // 判断是否应该撤退
            Random random = new Random();
            return random.nextInt(10) < 2; // 20%概率撤退
        }
        
        // 英雄AI状态枚举
        public enum HeroAIState {
            IDLE,        // 空闲
            ATTACKING,   // 攻击中
            MOVING,      // 移动中
            USING_SKILL  // 使用技能中
        }
    }
    
    /**
     * 士兵AI控制器
     */
    public static class SoldierAIController extends AIEntityController {
        private static final Logger logger = LoggerFactory.getLogger(SoldierAIController.class);
        
        // 士兵AI状态
        private SoldierAIState state = SoldierAIState.IDLE;
        private long ownerHeroId = -1; // 拥有此士兵的英雄ID
        private long targetEntityId = -1;
        
        public SoldierAIController(AIEntity entity, SceneBattle battle, SceneConfig config) {
            super(entity, battle, config);
        }
        
        @Override
        protected void onStartup() {
            state = SoldierAIState.IDLE;
            logger.debug("Soldier AI {} started in battle {}", entity.getEntityId(), battle.getBattleId());
        }
        
        @Override
        protected void onShutdown() {
            state = SoldierAIState.IDLE;
            targetEntityId = -1;
            logger.debug("Soldier AI {} stopped in battle {}", entity.getEntityId(), battle.getBattleId());
        }
        
        @Override
        protected void onUpdate(long deltaTime) {
            // 更新士兵AI状态
            switch (state) {
                case IDLE:
                    // 跟随英雄或巡逻
                    updateFollowOrPatrol();
                    break;
                case ATTACKING:
                    // 更新攻击逻辑
                    updateAttack(deltaTime);
                    break;
                case MOVING:
                    // 更新移动逻辑
                    updateMovement(deltaTime);
                    break;
            }
        }
        
        @Override
        protected void onThink() {
            // 士兵AI的思考逻辑
            switch (state) {
                case IDLE:
                    // 决定是跟随英雄还是寻找目标
                    decideAction();
                    break;
                case ATTACKING:
                    // 评估是否需要继续攻击或跟随英雄
                    evaluateCombat();
                    break;
            }
        }
        
        @Override
        protected long getThinkInterval() {
            return 1000; // 士兵AI每1秒思考一次
        }
        
        private void updateFollowOrPatrol() {
            if (ownerHeroId != -1) {
                // 跟随英雄
                followHero();
            } else {
                // 巡逻
                patrol();
            }
        }
        
        private void updateAttack(long deltaTime) {
            // 更新攻击逻辑
            if (targetEntityId == -1) {
                state = SoldierAIState.IDLE;
                return;
            }
            
            // 检查目标是否仍在范围内
            if (!isTargetInRange(targetEntityId)) {
                state = SoldierAIState.MOVING;
                return;
            }
            
            // 执行攻击
            performAttack(targetEntityId);
        }
        
        private void updateMovement(long deltaTime) {
            // 更新移动逻辑
            if (targetEntityId == -1) {
                state = SoldierAIState.IDLE;
                return;
            }
            
            // 移动向目标
            moveTowardTarget(targetEntityId);
            
            // 检查是否已到达目标
            if (isTargetInRange(targetEntityId)) {
                state = SoldierAIState.ATTACKING;
            }
        }
        
        private void decideAction() {
            // 决定行动
            Random random = new Random();
            
            if (ownerHeroId != -1) {
                // 如果有英雄主人，优先跟随
                if (random.nextInt(10) < 8) {
                    followHero();
                } else {
                    findTarget();
                }
            } else {
                // 没有英雄主人，寻找目标
                findTarget();
            }
        }
        
        private void evaluateCombat() {
            // 评估战斗情况
            Random random = new Random();
            
            if (random.nextInt(10) < 7) {
                // 70%概率继续攻击
            } else if (ownerHeroId != -1) {
                // 如果有英雄主人，返回跟随
                state = SoldierAIState.IDLE;
                targetEntityId = -1;
            }
        }
        
        private void followHero() {
            // 跟随英雄
            logger.debug("Soldier AI {} following hero {}", entity.getEntityId(), ownerHeroId);
        }
        
        private void patrol() {
            // 巡逻
            logger.debug("Soldier AI {} patrolling", entity.getEntityId());
        }
        
        private void findTarget() {
            // 寻找目标
            targetEntityId = findNearestEnemy();
            if (targetEntityId != -1) {
                state = SoldierAIState.ATTACKING;
                logger.debug("Soldier AI {} found target {}", entity.getEntityId(), targetEntityId);
            }
        }
        
        // 辅助方法
        private long findNearestEnemy() {
            Random random = new Random();
            return random.nextBoolean() ? 1000 + random.nextInt(100) : -1;
        }
        
        private boolean isTargetInRange(long entityId) {
            Random random = new Random();
            return random.nextBoolean();
        }
        
        private void performAttack(long entityId) {
            logger.debug("Soldier AI {} attacking entity {}", entity.getEntityId(), entityId);
        }
        
        private void moveTowardTarget(long entityId) {
            logger.debug("Soldier AI {} moving toward entity {}", entity.getEntityId(), entityId);
        }
        
        // 士兵AI状态枚举
        public enum SoldierAIState {
            IDLE,        // 空闲
            ATTACKING,   // 攻击中
            MOVING       // 移动中
        }
    }
    
    /**
     * 建筑AI控制器
     */
    public static class BuildingAIController extends AIEntityController {
        private static final Logger logger = LoggerFactory.getLogger(BuildingAIController.class);
        
        // 建筑AI状态
        private BuildingAIState state = BuildingAIState.IDLE;
        
        public BuildingAIController(AIEntity entity, SceneBattle battle, SceneConfig config) {
            super(entity, battle, config);
        }
        
        @Override
        protected void onStartup() {
            state = BuildingAIState.IDLE;
            logger.debug("Building AI {} started in battle {}", entity.getEntityId(), battle.getBattleId());
        }
        
        @Override
        protected void onShutdown() {
            state = BuildingAIState.IDLE;
            logger.debug("Building AI {} stopped in battle {}", entity.getEntityId(), battle.getBattleId());
        }
        
        @Override
        protected void onUpdate(long deltaTime) {
            // 更新建筑AI状态
            switch (state) {
                case IDLE:
                    // 检查是否需要生成单位
                    checkUnitGeneration();
                    break;
                case GENERATING_UNIT:
                    // 更新生成进度
                    updateGenerationProgress(deltaTime);
                    break;
            }
        }
        
        @Override
        protected void onThink() {
            // 建筑AI的思考逻辑
            // 建筑AI通常比较简单，主要是决定何时生成单位
            if (state == BuildingAIState.IDLE) {
                decideUnitGeneration();
            }
        }
        
        @Override
        protected long getThinkInterval() {
            return 5000; // 建筑AI每5秒思考一次
        }
        
        private void checkUnitGeneration() {
            // 检查是否需要生成单位
            // 这里简化处理
        }
        
        private void updateGenerationProgress(long deltaTime) {
            // 更新生成进度
            // 这里简化处理
            Random random = new Random();
            if (random.nextInt(100) < 5) { // 5%概率完成生成
                completeUnitGeneration();
            }
        }
        
        private void decideUnitGeneration() {
            // 决定是否生成单位
            Random random = new Random();
            if (random.nextInt(10) < 3) { // 30%概率生成单位
                state = BuildingAIState.GENERATING_UNIT;
                logger.debug("Building AI {} started generating unit", entity.getEntityId());
            }
        }
        
        private void completeUnitGeneration() {
            // 完成单位生成
            state = BuildingAIState.IDLE;
            logger.debug("Building AI {} completed unit generation", entity.getEntityId());
            
            // 通知战斗管理器生成新单位
            // 这里简化处理
        }
        
        // 建筑AI状态枚举
        public enum BuildingAIState {
            IDLE,            // 空闲
            GENERATING_UNIT  // 生成单位中
        }
    }
    
    /**
     * 怪物AI控制器
     */
    public static class MonsterAIController extends AIEntityController {
        private static final Logger logger = LoggerFactory.getLogger(MonsterAIController.class);
        
        // 怪物AI状态
        private MonsterAIState state = MonsterAIState.IDLE;
        private long targetEntityId = -1;
        private long homeX = 0; // 家园位置X
        private long homeY = 0; // 家园位置Y
        
        public MonsterAIController(AIEntity entity, SceneBattle battle, SceneConfig config) {
            super(entity, battle, config);
        }
        
        @Override
        protected void onStartup() {
            state = MonsterAIState.IDLE;
            // 初始化家园位置（简化处理，随机生成）
            Random random = new Random();
            homeX = random.nextInt(1000);
            homeY = random.nextInt(1000);
            logger.debug("Monster AI {} started in battle {} at home ({}, {})", 
                        entity.getEntityId(), battle.getBattleId(), homeX, homeY);
        }
        
        @Override
        protected void onShutdown() {
            state = MonsterAIState.IDLE;
            targetEntityId = -1;
            logger.debug("Monster AI {} stopped in battle {}", entity.getEntityId(), battle.getBattleId());
        }
        
        @Override
        protected void onUpdate(long deltaTime) {
            // 更新怪物AI状态
            switch (state) {
                case IDLE:
                    // 在空闲状态下巡逻
                    patrol();
                    break;
                case ATTACKING:
                    // 在攻击状态下更新攻击逻辑
                    updateAttack(deltaTime);
                    break;
                case MOVING:
                    // 在移动状态下更新移动逻辑
                    updateMovement(deltaTime);
                    break;
                case RETURNING_HOME:
                    // 返回家园
                    updateReturnHome(deltaTime);
                    break;
            }
        }
        
        @Override
        protected void onThink() {
            // 怪物AI的思考逻辑
            switch (state) {
                case IDLE:
                    // 寻找附近的目标
                    findTarget();
                    break;
                case ATTACKING:
                    // 评估是否需要继续攻击
                    evaluateCombat();
                    break;
            }
        }
        
        @Override
        protected long getThinkInterval() {
            return 1500; // 怪物AI每1.5秒思考一次
        }
        
        private void patrol() {
            // 在家园附近巡逻
            logger.debug("Monster AI {} patrolling around home ({}, {})", 
                        entity.getEntityId(), homeX, homeY);
        }
        
        private void updateAttack(long deltaTime) {
            // 更新攻击逻辑
            if (targetEntityId == -1) {
                state = MonsterAIState.RETURNING_HOME;
                return;
            }
            
            // 检查目标是否仍在范围内
            if (!isTargetInRange(targetEntityId)) {
                state = MonsterAIState.MOVING;
                return;
            }
            
            // 执行攻击
            performAttack(targetEntityId);
        }
        
        private void updateMovement(long deltaTime) {
            // 更新移动逻辑
            if (targetEntityId == -1) {
                state = MonsterAIState.RETURNING_HOME;
                return;
            }
            
            // 移动向目标
            moveTowardTarget(targetEntityId);
            
            // 检查是否已到达目标
            if (isTargetInRange(targetEntityId)) {
                state = MonsterAIState.ATTACKING;
            }
        }
        
        private void updateReturnHome(long deltaTime) {
            // 返回家园
            logger.debug("Monster AI {} returning to home ({}, {})", 
                        entity.getEntityId(), homeX, homeY);
            
            // 检查是否已到家
            if (isAtHome()) {
                state = MonsterAIState.IDLE;
            }
        }
        
        private void findTarget() {
            // 寻找附近的目标
            targetEntityId = findNearestEnemy();
            if (targetEntityId != -1) {
                state = MonsterAIState.ATTACKING;
                logger.debug("Monster AI {} found target {}", entity.getEntityId(), targetEntityId);
            }
        }
        
        private void evaluateCombat() {
            // 评估战斗情况
            Random random = new Random();
            
            // 检查血量（简化处理）
            boolean lowHealth = random.nextInt(100) < 20; // 20%概率低血量
            
            if (lowHealth) {
                // 低血量时返回家园
                state = MonsterAIState.RETURNING_HOME;
                targetEntityId = -1;
                logger.debug("Monster AI {} returning home due to low health", entity.getEntityId());
            } else if (random.nextInt(10) < 8) {
                // 80%概率继续攻击
            } else {
                // 20%概率返回家园
                state = MonsterAIState.RETURNING_HOME;
                targetEntityId = -1;
            }
        }
        
        // 辅助方法
        private long findNearestEnemy() {
            Random random = new Random();
            return random.nextBoolean() ? 1000 + random.nextInt(100) : -1;
        }
        
        private boolean isTargetInRange(long entityId) {
            Random random = new Random();
            return random.nextBoolean();
        }
        
        private void performAttack(long entityId) {
            logger.debug("Monster AI {} attacking entity {}", entity.getEntityId(), entityId);
        }
        
        private void moveTowardTarget(long entityId) {
            logger.debug("Monster AI {} moving toward entity {}", entity.getEntityId(), entityId);
        }
        
        private boolean isAtHome() {
            Random random = new Random();
            return random.nextBoolean();
        }
        
        // 怪物AI状态枚举
        public enum MonsterAIState {
            IDLE,            // 空闲
            ATTACKING,       // 攻击中
            MOVING,          // 移动中
            RETURNING_HOME   // 返回家园
        }
    }
}